/Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.
class UAnimBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint), public [IInterface_PreviewMeshProvider](API\Runtime\Engine\Interfaces\IInterface_PreviewMeshProvider)
uint8:  1
bEnableLinkedAnimLayerInstanceSharing
If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup.
bool
bIsTemplate
This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton.
bool
bUseMultiThreadedAnimationUpdate
Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread.
bool
bWarnAboutBlueprintUsage
Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph.
TArray<FAnimGr...
Groups
List of animation sync groups.
FOnOverrideChan...
OnOverrideChanged
Broadcast when an override is changed, allowing derived blueprints to be updated.
TArray<FAnimPa...
ParentAssetOverrides
Array of overrides to asset containing nodes in the parent that have been overridden.
TArray<TObject...
PoseWatches
TArray<TObject...
PoseWatchFolders
Array of active pose watches (pose watches allows us to see the bone pose at a particular point of the anim graph and control debug draw for unselected anim nodes).
TObjectPtr<USk...
TargetSkeleton
This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton.